﻿using System;
using System.Collections.Generic;
using System.Linq;
using System.Threading.Tasks;

namespace ZhengMeiJiSettingUI.ModelEntity
{
    public class ChangeEntity
    {
        /// <summary>
        /// 主键
        /// </summary>
        public int id { get; set; }
        /// <summary>
        /// 缓存区外键
        /// </summary>
        public string ChangeAreaCode { get; set; }
        /// <summary>
        /// 设备编号 唯一
        /// </summary>
        public string DevId { get; set; }
        /// <summary>
        /// 物料条码
        /// </summary>
        public string BarCode { get; set; }
        /// <summary>
        /// 物料名称
        /// </summary>
        public string MaterialName { get; set; }

        /// <summary>
        ///物料种类 0空，1有物料，2空载具
        /// </summary>
        public int MaterialType { get; set; }
        /// <summary>
        /// 物料批次
        /// </summary>
        public string Batch { get; set; }
        /// <summary>
        /// 物料状态
        /// </summary>
        public int State { get; set; }
        /// <summary>
        /// 干涉id
        /// </summary>
        public string Interference { get; set; }
        /// <summary>
        /// 第几行，若一排则为0，俩排里面得是1外面得是2
        /// </summary>
        public int row { get; set; }
        /// <summary>
        /// 物料拥者
        /// </summary>
        public string owner { get; set; }
        /// <summary>
        /// 更新时间
        /// </summary>
        public string updateTime { get; set; }
        /// <summary>
        /// 数量
        /// </summary>
        public int quantity { get; set; }


        public ChangeEntity Clone()
        {
            return new ChangeEntity()
            {
                id = this.id,

                ChangeAreaCode = this.ChangeAreaCode,

                DevId = this.DevId,

                BarCode = this.BarCode,

                MaterialName = this.MaterialName,
                Batch = this.Batch,
                State = this.State,
                owner = this.owner,
                quantity=this.quantity
            };
        }

    }
}
